mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
uis won't open or close when console is up
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@@ -25,6 +25,8 @@ open class IngameInstance(val batch: SpriteBatch) : Screen {
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open var consoleHandler: ConsoleWindow = ConsoleWindow()
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var paused: Boolean = false
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val consoleOpened: Boolean
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get() = consoleHandler.isOpened || consoleHandler.isOpening
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init {
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consoleHandler.setPosition(0, 0)
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@@ -11,7 +11,6 @@ import net.torvald.terrarum.floorInt
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import net.torvald.terrarum.gameactors.AVKey
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import net.torvald.terrarum.gameworld.fmod
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import net.torvald.terrarum.modulebasegame.TerrarumIngame
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import net.torvald.terrarum.toInt
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import net.torvald.terrarum.worlddrawer.CreateTileAtlas
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import net.torvald.terrarum.worlddrawer.WorldCamera
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@@ -55,7 +54,7 @@ class IngameController(val terrarumIngame: TerrarumIngame) : InputAdapter() {
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// Use item: assuming the player has only one effective grip (EquipPosition.HAND_GRIP)
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// don't separate Player from this! Physics will break, esp. airborne manoeuvre
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if (terrarumIngame.canPlayerControl) {
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if (!terrarumIngame.paused) {
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// fire world click events; the event is defined as Ingame's (or any others') WorldClick event
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if (terrarumIngame.uiContainer.map { if ((it.isOpening || it.isOpened) && it.mouseUp) 1 else 0 }.sum() == 0) { // no UI on the mouse, right?
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@@ -81,8 +80,11 @@ class IngameController(val terrarumIngame: TerrarumIngame) : InputAdapter() {
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// KEYBOARD CONTROL //
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//////////////////////
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//KeyToggler.update(terrarumIngame.canPlayerControl)
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//printdbg(this, terrarumIngame.canPlayerControl)
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// FIXME temporarily make zoom work with 'Z' key
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terrarumIngame.screenZoom = 1f + KeyToggler.isOn(AppLoader.getConfigInt("keyzoom")).toInt()
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//terrarumIngame.screenZoom = 1f + KeyToggler.isOn(AppLoader.getConfigInt("keyzoom")).toInt()
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}
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@@ -90,7 +92,7 @@ class IngameController(val terrarumIngame: TerrarumIngame) : InputAdapter() {
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override fun keyDown(keycode: Int): Boolean {
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if (terrarumIngame.canPlayerControl) {
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if (!terrarumIngame.paused) {
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terrarumIngame.actorNowPlaying?.keyDown(keycode)
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// quickslot by number keys
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@@ -155,7 +157,7 @@ class IngameController(val terrarumIngame: TerrarumIngame) : InputAdapter() {
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override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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// don't separate Player from this! Physics will break, esp. airborne manoeuvre
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if (terrarumIngame.canPlayerControl) {
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if (!terrarumIngame.paused) {
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// fire world click events; the event is defined as Ingame's (or any others') WorldClick event
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if (terrarumIngame.uiContainer.map { if ((it.isOpening || it.isOpened) && it.mouseUp) 1 else 0 }.sum() == 0) { // no UI on the mouse, right?
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@@ -177,7 +179,7 @@ class IngameController(val terrarumIngame: TerrarumIngame) : InputAdapter() {
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}
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override fun scrolled(amount: Int): Boolean {
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if (terrarumIngame.canPlayerControl) {
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if (!terrarumIngame.paused) {
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// quickslot by wheel
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if (terrarumIngame.actorNowPlaying != null) {
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terrarumIngame.actorNowPlaying!!.actorValue.set(
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@@ -1,7 +1,9 @@
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package net.torvald.terrarum.gamecontroller
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import com.badlogic.gdx.Gdx
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import net.torvald.terrarum.Terrarum
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import com.badlogic.gdx.Input
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import net.torvald.terrarum.AppLoader.printdbg
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import net.torvald.util.sortedArrayListOf
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import java.util.*
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object KeyToggler {
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@@ -13,7 +15,13 @@ object KeyToggler {
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/**
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* Keys that won't be updated when console is opened
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*/
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private val gameKeys = (16..27) + (30..40) + (43..53)
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private val gameKeys = sortedArrayListOf(
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Input.Keys.NUM_1, Input.Keys.NUM_2, Input.Keys.NUM_3, Input.Keys.NUM_4, Input.Keys.NUM_5, Input.Keys.NUM_6, Input.Keys.NUM_7, Input.Keys.NUM_8, Input.Keys.NUM_9, Input.Keys.NUM_0, Input.Keys.MINUS, Input.Keys.EQUALS,
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Input.Keys.Q, Input.Keys.W, Input.Keys.E, Input.Keys.R, Input.Keys.T, Input.Keys.Y, Input.Keys.U, Input.Keys.I, Input.Keys.O, Input.Keys.P, Input.Keys.LEFT_BRACKET, Input.Keys.RIGHT_BRACKET,
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Input.Keys.A, Input.Keys.S, Input.Keys.D, Input.Keys.F, Input.Keys.G, Input.Keys.H, Input.Keys.J, Input.Keys.K, Input.Keys.L, Input.Keys.SEMICOLON, Input.Keys.APOSTROPHE,
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Input.Keys.Z, Input.Keys.X, Input.Keys.C, Input.Keys.V, Input.Keys.B, Input.Keys.N, Input.Keys.M, Input.Keys.COMMA, Input.Keys.PERIOD, Input.Keys.SLASH,
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Input.Keys.NUMPAD_0, Input.Keys.NUMPAD_1, Input.Keys.NUMPAD_2, Input.Keys.NUMPAD_3, Input.Keys.NUMPAD_4, Input.Keys.NUMPAD_5, Input.Keys.NUMPAD_6, Input.Keys.NUMPAD_7, Input.Keys.NUMPAD_8, Input.Keys.NUMPAD_9
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)
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fun isOn(key: Int): Boolean {
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@@ -22,11 +30,15 @@ object KeyToggler {
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/**
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* Put this into the each scene's update/render method.
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*
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* Set ```toggleGameKeys = true``` to make toggling work for keys like Q, W, E, ...; otherwise only F1-F12 keys will be toggled
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*/
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fun update(gameMode: Boolean = true) {
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fun update(toggleGameKeys: Boolean) {
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for (it in 0..255) {
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if (gameMode && it in gameKeys &&
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(Terrarum.ingame!!.consoleHandler.isOpening || Terrarum.ingame!!.consoleHandler.isOpened)) {
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if (!toggleGameKeys && gameKeys.contains(it)) {
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if (Gdx.input.isKeyPressed(it))
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printdbg(this, "Disallowed key: $it")
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continue
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}
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@@ -144,11 +144,6 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
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//var paused: Boolean = false
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//get() = uiAliasesPausing.map { if (it.isOpened) return true else 0 }.isEmpty() // isEmpty is always false, which we want
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/**
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* Set to false if UI is opened; set to true if UI is closed.
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*/
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inline val canPlayerControl: Boolean
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get() = !paused // FIXME temporary behab (block movement if the game is paused or paused by UIs)
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var particlesActive = 0
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private set
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@@ -14,6 +14,8 @@ import net.torvald.util.HistoryArray
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/**
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* Don't let the debug console have the ```toggleKeyLiteral```, this must open even when the game is paused
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*
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* Created by minjaesong on 2015-12-31.
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*/
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class ConsoleWindow : UICanvas() {
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@@ -203,11 +205,13 @@ class ConsoleWindow : UICanvas() {
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}
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override fun endOpening(delta: Float) {
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Terrarum.ingame?.paused = true
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drawOffY = 0f
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openingTimeCounter = 0f
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}
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override fun endClosing(delta: Float) {
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Terrarum.ingame?.paused = false
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drawOffY = -height.toFloat()
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openingTimeCounter = 0f
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}
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@@ -6,6 +6,7 @@ import com.badlogic.gdx.graphics.Camera
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.utils.Disposable
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.gamecontroller.KeyToggler
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import net.torvald.terrarum.modulebasegame.TerrarumIngame
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@@ -105,23 +106,25 @@ class UIHandler(//var UI: UICanvas,
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fun update(ui: UICanvas, delta: Float) {
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// open/close UI by key pressed
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if (toggleKey != null && Gdx.input.isKeyJustPressed(toggleKey!!)) {
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if (isClosed)
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setAsOpen()
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else if (isOpened)
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// some UIs will pause the game, and they still need to be closed
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if (Terrarum.ingame?.consoleOpened == false && (Terrarum.ingame?.paused == false || isOpened)) {
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if (toggleKey != null && Gdx.input.isKeyJustPressed(toggleKey!!)) {
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if (isClosed)
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setAsOpen()
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else if (isOpened)
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setAsClose()
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// for the case of intermediate states, do nothing.
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}
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if (toggleButton != null) {
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/* */
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}
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// ESC is a master key for closing
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if (allowESCtoClose && Gdx.input.isKeyJustPressed(Input.Keys.ESCAPE) && isOpened) {
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setAsClose()
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// for the case of intermediate states, do nothing.
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}
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}
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if (toggleButton != null) {
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/* */
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}
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// ESC is a master key for closing
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if (allowESCtoClose && Gdx.input.isKeyJustPressed(Input.Keys.ESCAPE) && isOpened) {
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setAsClose()
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}
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//if (openFired && openCloseCounter > 9) openFired = false
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//if (closeFired && openCloseCounter > 9) closeFired = false
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@@ -152,4 +152,13 @@ class SortedArrayList<T: Comparable<T>>(initialSize: Int = 10) {
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* Does NOT create copies!
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*/
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fun toArrayList() = arrayList
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}
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fun <T: Comparable<T>> sortedArrayListOf(vararg elements: T): SortedArrayList<T> {
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val a = SortedArrayList<T>(elements.size + 1)
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ReentrantLock().lock {
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a.arrayList.addAll(elements)
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a.arrayList.sort()
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}
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return a
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}
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